Research and Markets: Global Gaming Wearable Technology Report 2014 Featuring Apple, Microsoft, Nike, Nintendo & Sony
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Research and Markets: Global Gaming Wearable Technology Report 2014 Featuring Apple, Microsoft, Nike, Nintendo & Sony

DUBLIN — (BUSINESS WIRE) — October 22, 2014Research and Markets ( http://www.researchandmarkets.com/research/smb8pz/wearable) has announced the addition of the "Wearable Technology in Gaming 2014" report to their offering.

Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot.

There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.

This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of this report includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Key Topics Covered:

1. Executive Summary

2. Introduction

2.1 Wearable Technology

2.2 Sensors And Ambient Awareness

2.3 Mobile Game Vs. Conventional Apps Development

3. Wearable Gaming

3.1 Smartwatch As Wearable Gaming Platform

3.2 Gaming Platform Analysis

3.3 Privacy Concerns

3.4 Case Study

3.5 Gaming Offerings

3.6 Major Market Players

3.7 Market Potential

For more information visit http://www.researchandmarkets.com/research/smb8pz/wearable



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